Squid's World Wikia squidsworld5e https://squids-world5e.fandom.com/wiki/Main_Page MediaWiki 1.39.5 first-letter Media Special Talk User User talk Squid's World Wikia Squid's World Wikia talk File File talk MediaWiki MediaWiki talk Template Template talk Help Help talk Category Category talk Forum Forum talk GeoJson GeoJson talk User blog User blog comment Blog Blog talk Module Module talk Message Wall Thread Message Wall Greeting Board Board Thread Topic Map Map talk Main Page 0 1 1 2015-11-22T02:00:22Z UNIDM 27262606 Created page with "Welcome to Squid's World, the comprehensive guide to a squid's extended D&D cosmos!" wikitext text/x-wiki Welcome to Squid's World, the comprehensive guide to a squid's extended D&D cosmos! 41a8d7b262fe836f068a60c00cfcc3dc356016ea 2 1 2015-11-22T02:00:54Z UNIDM 27262606 Adding categories wikitext text/x-wiki Welcome to Squid's World, the comprehensive guide to a squid's extended D&D cosmos! [[Category:Magic Items]] f537c1f9c78685f26621dcfb184e359cb1c64675 15 2 2015-11-23T17:20:33Z UNIDM 27262606 This italics! wikitext text/x-wiki Welcome to Squid's World, the comprehensive guide to a squid's extended D&D cosmos! ''This wiki is an addition to Wizards of the Coast's fifth edition Dungeons and Dragons. If you want to understand what is happening here, first read the ''<span>Player's Handbook, </span>''the ''<span>Monster Manual, </span>''and the ''<span>Dungeon Master's Guide.</span> [[Category:Magic Items]] 01bfd9764d23b6a4b05b7ef2c364345b4dd2c349 20 15 2015-11-24T20:12:37Z TheOverlord202 27274109 Adding categories wikitext text/x-wiki Welcome to Squid's World, the comprehensive guide to a squid's extended D&D cosmos! ''This wiki is an addition to Wizards of the Coast's fifth edition Dungeons and Dragons. If you want to understand what is happening here, first read the ''<span>Player's Handbook, </span>''the ''<span>Monster Manual, </span>''and the ''<span>Dungeon Master's Guide.</span> [[Category:Magic Items]] [[Category:Monsters]] c7a49fc13e0a4142fde50bfad50a45be21ef41e5 21 20 2015-11-27T21:47:00Z UNIDM 27262606 Adding categories wikitext text/x-wiki Welcome to Squid's World, the comprehensive guide to a squid's extended D&D cosmos! ''This wiki is an addition to Wizards of the Coast's fifth edition Dungeons and Dragons. If you want to understand what is happening here, first read the ''<span>Player's Handbook, </span>''the ''<span>Monster Manual, </span>''and the ''<span>Dungeon Master's Guide.</span> [[Category:Magic Items]] [[Category:Monsters]] [[Category:NPCs]] de9c18c8b86cfbcfa16d4d483f0769d5771eedfb 25 21 2015-12-03T20:40:46Z UNIDM 27262606 Adding categories wikitext text/x-wiki Welcome to Squid's World, the comprehensive guide to a squid's extended D&D cosmos! ''This wiki is an addition to Wizards of the Coast's fifth edition Dungeons and Dragons. If you want to understand what is happening here, first read the ''<span>Player's Handbook, </span>''the ''<span>Monster Manual, </span>''and the ''<span>Dungeon Master's Guide.</span> [[Category:Magic Items]] [[Category:Monsters]] [[Category:NPCs]] [[Category:Areas]] cd11c2399dfd101ea94da3164f628afacd9e370d 26 25 2015-12-08T02:49:59Z UNIDM 27262606 Adding categories wikitext text/x-wiki Welcome to Squid's World, the comprehensive guide to a squid's extended D&D cosmos! ''This wiki is an addition to Wizards of the Coast's fifth edition Dungeons and Dragons. If you want to understand what is happening here, first read the ''<span>Player's Handbook, </span>''the ''<span>Monster Manual, </span>''and the ''<span>Dungeon Master's Guide.</span> [[Category:Magic Items]] [[Category:Monsters]] [[Category:NPCs]] [[Category:Areas]] [[Category:Landmarks]] 08ebb6b00373950d96ab68c4d718458f4863e31b 27 26 2015-12-09T15:03:09Z UNIDM 27262606 wikitext text/x-wiki Welcome to Squid's World, the comprehensive guide to a squid's extended D&D cosmos! ''This wiki is an addition to Wizards of the Coast's fifth edition Dungeons and Dragons. If you want to understand the pages on this wiki, first read the ''<span>Player's Handbook, </span>''the ''<span>Monster Manual, </span>''and the ''<span>Dungeon Master's Guide.</span> [[Category:Magic Items]] [[Category:Monsters]] [[Category:NPCs]] [[Category:Areas]] [[Category:Landmarks]] 6c752310f48a721d1a04761341a22b722d3623e1 Category:Magic Items 14 2 3 2015-11-22T02:03:14Z UNIDM 27262606 Created page with "Anthrax (revolver)" wikitext text/x-wiki Anthrax (revolver) 455187f2b1799f5a18c5b0d6e238cc81312529f5 9 3 2015-11-22T02:16:47Z UNIDM 27262606 wikitext text/x-wiki [[Anthrax (revolver)]] e42ce9d78bd138b36f3dc048fc334fca4e8c0ff6 11 9 2015-11-22T02:53:07Z UNIDM 27262606 wikitext text/x-wiki [[Anthrax (revolver)]] [[Lizard's Mouth]] fba34fe888e093e4c9e00014c75ed266fa28ec35 24 11 2015-11-27T22:55:47Z 73.236.115.92 0 wikitext text/x-wiki [[Anthrax (revolver)]] [[Lizard's Mouth]] [[Whiplash]] 3a357a16b7327f7f0d40100ecf8615b5c445abb9 Board:General Discussion 2000 3 4 2015-11-22T02:14:17Z Wikia 22439 Created page with "This board is for general conversations about the wiki." wikitext text/x-wiki This board is for general conversations about the wiki. d7abd28c095a47ac6602623b38d40b190dde32b1 Board:News and Announcements 2000 4 5 2015-11-22T02:14:17Z Wikia 22439 Created page with "Breaking news and information!" wikitext text/x-wiki Breaking news and information! 75a0cfab31bbae73ec865e1a5a650ec9cc60e84a Board:New on Squid's World Wikia 2000 5 6 2015-11-22T02:14:17Z Wikia 22439 Created page with "Want to share something that's just been posted on this wiki, or congratulate somebody for an outstanding contribution? This is the place!" wikitext text/x-wiki Want to share something that's just been posted on this wiki, or congratulate somebody for an outstanding contribution? This is the place! cf78a77040c7722d7acf80ac27a1c2a04b891046 Board:Questions and Answers 2000 6 7 2015-11-22T02:14:17Z Wikia 22439 Created page with "Got a question about the wiki, or the topic? Ask your questions here!" wikitext text/x-wiki Got a question about the wiki, or the topic? Ask your questions here! f461d94839059b04d1461dac997b31275cfeb2b9 Board:Fun and Games 2000 7 8 2015-11-22T02:14:17Z Wikia 22439 Created page with "This board is for off-topic conversation -- a place to hang out with your Squid's World Wikia friends." wikitext text/x-wiki This board is for off-topic conversation -- a place to hang out with your Squid's World Wikia friends. 22dfcb570baf610549907e02e630e132bf2c5c3f Anthrax (revolver) 0 8 10 2015-11-22T02:39:40Z UNIDM 27262606 description & mechanics wikitext text/x-wiki Anthrax is a Rare [[aberrant revolver]] that deals both piercing and poison damage. Despite its rarity and atrociousness as a combat tool, it has been frequently sought by [[Ruthless]] for use in effective crowd control. It is dropped occasionally by [[Oversized Bacteriophages]] and very rarely found in Gelatinous Cubes (1%) and [[Corrupt Gelatinous Cubes]] (2%) '''Mechanics''' Revolver: Weapon. Attributes - On hit, D.C. 12 Constitution saving throw or poisoned for 1 hour. When other creature enters combat space within 5 feet of poisoned creature, it makes said saving throw. Critical Hit: + 1d6 poison damage. '''Attunable''' [[Attunability Traits]]: You cannot take poison damage or be poisoned from any effects this weapon causes (such as coming within 5 feet of a poisoned creature) 6f4f9d1fc6487a6e65824ea197bae546ddf1f83f Lizard's Mouth 0 9 12 2015-11-23T00:52:37Z UNIDM 27262606 Created page with "Lizard's Mouth is a early-game 25% (1/4) chance [[boss drop]] that deals both piercing and [[recurring]] acid damage." wikitext text/x-wiki Lizard's Mouth is a early-game 25% (1/4) chance [[boss drop]] that deals both piercing and [[recurring]] acid damage. 593aa462798e443158b019c3f3669cc50a7a07e9 13 12 2015-11-23T17:17:29Z UNIDM 27262606 Italics! wikitext text/x-wiki Lizard's Mouth is a early-game 25% (1/4) chance [[boss drop]] that deals both piercing and [[recurring]] acid damage. ''This wiki is an addition to Wizards of the Coast's fifth edition Dungeons and Dragons. If you want to understand what is happening here, first read the ''Player's Handbook, ''the ''Monster Manual, ''and the ''Dungeon Master's Guide. 4f3caaf37ee19995a2bd630cabeab63d7197d4fb 14 13 2015-11-23T17:19:52Z UNIDM 27262606 oops wikitext text/x-wiki Lizard's Mouth is a early-game 25% (1/4) chance [[boss drop]] that deals both piercing and [[recurring]] acid damage. 593aa462798e443158b019c3f3669cc50a7a07e9 16 14 2015-11-23T22:15:37Z UNIDM 27262606 wikitext text/x-wiki Lizard's Mouth is a early-game 25% (1/4) chance [[boss drop]] that deals both piercing and [[recurring]] acid damage. It is relatively easy to get, as it drops from the [[Bone Captain]], which can be even the first boss fought by the player characters. It will also rarely (5%, 1/20) drop from [[Black Lizard Minions]]. The daggers can be used quite effectively even at higher levels, when multiple are used with the help of a [[Crit Beacon]]. b2bd15778d42eed115a1754eeb901525b2d5f3bd 22 16 2015-11-27T22:50:19Z 73.236.115.92 0 Mechanics wikitext text/x-wiki Lizard's Mouth is a early-game 25% (1/4) chance [[boss drop]] that deals both piercing and [[recurring]] acid damage. It is relatively easy to get, as it drops from the [[Bone Captain]], which can be even the first boss fought by the player characters. It will also rarely (5%, 1/20) drop from [[Black Lizard Minions]]. The daggers can be used quite effectively even at higher levels, when multiple are used with the help of a [[Crit Beacon]]. '''Mechanics''' Dagger: On a critical hit, the target must make a DC 12 Constitution saving throw or take 1d4 [[recurring]] acid damage. The target can repeat the saving throw at the beginning of Their turn to end the damage. '''Upgradable: '''increases recurring damage to 1d6 (#2), 1d8 (#3) and 1d10 (#4). The dagger cannot be upgraded further. 9a5bef2d55dac03d19e0da0ae1bb3d4a3b0b1482 23 22 2015-11-27T22:52:26Z 73.236.115.92 0 wikitext text/x-wiki Lizard's Mouth is a early-game 25% (1/4) chance [[boss drop]] that deals both piercing and [[recurring]] acid damage. It is relatively easy to get, as it drops from the [[Bone Captain]], which can be even the first boss fought by the player characters. It will also rarely (1%, 1/100) drop from [[Black Lizard Minions]]. The daggers can be used quite effectively even at higher levels, when multiple are used with the help of a [[Crit Beacon]]. '''Mechanics''' Dagger: On a critical hit, the target must make a DC 12 Constitution saving throw or take 1d4 [[recurring]] acid damage. The target can repeat the saving throw at the beginning of Their turn to end the damage. '''Upgradable: '''increases recurring damage to 1d6 (#2), 1d8 (#3) and 1d10 (#4). The dagger cannot be upgraded further. 88fed34dfaf8580d477799dda706b4e509b47d4e Bone Captain 0 10 17 2015-11-24T01:35:29Z TheOverlord202 27274109 Created page with "[[File:Placeholder|video|right|300px]] [[File:Placeholder|right|300px]] Write the first paragraph of your page here. Write the first section of your page here. ==Section ..." wikitext text/x-wiki [[File:Placeholder|video|right|300px]] [[File:Placeholder|right|300px]] Write the first paragraph of your page here. Write the first section of your page here. ==Section heading== Write the second section of your page here. 797404eecb4a93e3edbca7fc6f47e2186def7cea 18 17 2015-11-24T01:36:27Z TheOverlord202 27274109 wikitext text/x-wiki IP[[File:Placeholder|video|right|300px]] [[File:Placeholder|right|300px]] 16a83a83b6d5ef295b31d1635a73a349fc998875 19 18 2015-11-24T01:37:01Z TheOverlord202 27274109 wikitext text/x-wiki [[File:Placeholder|video|right|300px]] [[File:Placeholder|right|300px]] 07cf217910620bdbee0fb399cd5a25248cc72262 32 19 2015-12-09T17:17:10Z TheOverlord202 27274109 wikitext text/x-wiki <span>(No content)</span> 791be3d24d661b813c66fa676cda1e1cf32b5fb2 Category:Monsters 14 11 28 2015-12-09T15:06:46Z UNIDM 27262606 added a sentient potato wikitext text/x-wiki [[Tuberskulk]] b3747033957625b12f04ec057fb791bafd25b511 42 28 2015-12-09T17:23:08Z TheOverlord202 27274109 Removing all content from page wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 45 42 2015-12-12T14:03:11Z UNIDM 27262606 wikitext text/x-wiki [[Khaanic shadows]] f2198ee8bc9bc1146c5f3e0fd22d4ee8d3cbde76 Aberrant revolver 0 12 29 2015-12-09T15:06:47Z TheOverlord202 27274109 Created page with "(No content)" wikitext text/x-wiki (No content) 18fc177513f11673ba7b7a68bc24c6e7ac6d3634 Tuberskulk 0 13 30 2015-12-09T15:11:57Z UNIDM 27262606 Created page with "The" wikitext text/x-wiki The 93ef0dd827103681fcee453b78be2ff14e1a261d 33 30 2015-12-09T17:17:25Z TheOverlord202 27274109 wikitext text/x-wiki <span>(No content)</span> 791be3d24d661b813c66fa676cda1e1cf32b5fb2 Whiplash 0 14 31 2015-12-09T17:14:47Z TheOverlord202 27274109 Created page with "(No content)" wikitext text/x-wiki (No content) 18fc177513f11673ba7b7a68bc24c6e7ac6d3634 Ruthless 0 15 34 2015-12-09T17:18:11Z TheOverlord202 27274109 Created page with "<span>(No content)</span>" wikitext text/x-wiki <span>(No content)</span> 791be3d24d661b813c66fa676cda1e1cf32b5fb2 Black Lizard Minions 0 16 35 2015-12-09T17:18:30Z TheOverlord202 27274109 Created page with "<span>(No content)</span>" wikitext text/x-wiki <span>(No content)</span> 791be3d24d661b813c66fa676cda1e1cf32b5fb2 Boss drop 0 17 36 2015-12-09T17:19:00Z TheOverlord202 27274109 Created page with "<span>(No content)</span>" wikitext text/x-wiki <span>(No content)</span> 791be3d24d661b813c66fa676cda1e1cf32b5fb2 Crit Beacon 0 18 37 2015-12-09T17:19:20Z TheOverlord202 27274109 Created page with "<span>(No content)</span>" wikitext text/x-wiki <span>(No content)</span> 791be3d24d661b813c66fa676cda1e1cf32b5fb2 Recurring 0 19 38 2015-12-09T17:19:37Z TheOverlord202 27274109 Created page with "<span>(No content)</span>" wikitext text/x-wiki <span>(No content)</span> 791be3d24d661b813c66fa676cda1e1cf32b5fb2 Oversized Bacteriophages 0 20 39 2015-12-09T17:20:16Z TheOverlord202 27274109 Created page with "<span>(No content)</span>" wikitext text/x-wiki <span>(No content)</span> 791be3d24d661b813c66fa676cda1e1cf32b5fb2 44 39 2015-12-12T03:18:30Z 98.216.122.200 0 wikitext text/x-wiki Target the head. avoid the legs. the also have blindvision and are the sive of a small halfling or gnome 7b871f9aea67cad9ed7a2ff7199d60ed785f8fb1 Corrupt Gelatinous Cubes 0 21 40 2015-12-09T17:20:57Z TheOverlord202 27274109 Created page with "<span>(No content)</span>" wikitext text/x-wiki <span>(No content)</span> 791be3d24d661b813c66fa676cda1e1cf32b5fb2 Attunability Traits 0 22 41 2015-12-09T17:21:32Z TheOverlord202 27274109 Created page with "<span>(No content)</span>" wikitext text/x-wiki <span>(No content)</span> 791be3d24d661b813c66fa676cda1e1cf32b5fb2 Khaanic shadows 0 23 43 2015-12-12T03:07:37Z 98.216.122.200 0 I made a page wikitext text/x-wiki The Khaanic shadow is a weak summonable creature, often used by unprofessional mages to protect themselves or their stuff. They are almost always found in packs of three or more. {| class="article-table" !Str. !Dex. !Con. !Int. !Wis. !Cha. |- |9-10 |15-17 |11 |10-11 |15 |8 |- |No skills |Acro +6 Sneak +6 Slight o'H +7 |No skills |Reads whatever language summoner can |Darkvis 60ft PassPer 13 | |- | | | | | | |} I can't download a pic, but look up tinkerbat on images to see a pic They have maleable cartilage bones and can shift a little to fit needs, but cannot shapeshift or conjoin togehter without magic. Vulnerable to bludgeoning damage and thunder, all grapples against it have advantage Nimble: Can move through other larger creatures spaces, has advantage on climbing people, takes no damage if it succedes a dex saveing throw against something. Only Nimble when unarmored Size: Small , Speed: 25ft (10 climb, 10 jump), HP: 11, AC (no armor): 14 Actions: Claw: +6 Atk, 5ft, 1 target, 1d2+2 slashing Shadows will occasionally pick up weapons or armor, or even random equipment to use, and the heroes can get when the shadow is defeated (they are usually stolen, so they are in ok condition). Things such as * Cutlasses * Crossbows * any simple weapon * rope (for tying people) * Homemade bolas * feather dusters (tickle tickle!) * torches (burn weapons) Sometimes elite shadows are found, who have higher stats, and generally have either magic or a good martial weapon. Also sometimes three shadows pile into one suit of plate armor (Don't ask how, the don't have bones), with a heavily decreased movement speed, and usually a broadsword. When the HP of the 'Creature' is low, 2 shadows will jump out of the now crumpled armor (The other one's dead) c4fca3dac416787f56b640ef54ab445a1b7f67ec 46 43 2015-12-12T19:06:42Z UNIDM 27262606 wikitext text/x-wiki A Khaanic shadow is a weak [[summonable]] creature, often used by unprofessional mages to protect themselves or magical keepsakes. They are almost always found in packs of three or more. [[Khaan]], according to the ''[[Cyclopedia of Cities and Towns]] ''by [[Alfazarus]], was once a prospering town popular for their merchants' high stock of rare minerals and gems. However, because of "unfortunate geography," the town was frequently raided by [[thieves]]. Many of the town's leaders sided with these thieves, and eventually the whole town was "caught in a whirlpool of heartlessness and greed." {| class="article-table" !Str. !Dex. !Con. !Int. !Wis. !Cha. |- |9-10 |15-17 |11 |10-11 |15 |8 |- |No skills |Acro +6 Sneak +6 Slight o'H +7 |No skills |Reads whatever language summoner can |Darkvis 60ft PassPer 13 | |- | | | | | | |} I can't download a pic, but look up tinkerbat on images to see a pic They have maleable cartilage bones and can shift a little to fit needs, but cannot shapeshift or conjoin togehter without magic. Vulnerable to bludgeoning damage and thunder, all grapples against it have advantage Nimble: Can move through other larger creatures spaces, has advantage on climbing people, takes no damage if it succedes a dex saveing throw against something. Only Nimble when unarmored Size: Small , Speed: 25ft (10 climb, 10 jump), HP: 11, AC (no armor): 14 Actions: Claw: +6 Atk, 5ft, 1 target, 1d2+2 slashing Shadows will occasionally pick up weapons or armor, or even random equipment to use, and the heroes can get when the shadow is defeated (they are usually stolen, so they are in ok condition). Things such as * Cutlasses * Crossbows * any simple weapon * rope (for tying people) * Homemade bolas * feather dusters (tickle tickle!) * torches (burn weapons) Sometimes elite shadows are found, who have higher stats, and generally have either magic or a good martial weapon. Also sometimes three shadows pile into one suit of plate armor (Don't ask how, the don't have bones), with a heavily decreased movement speed, and usually a broadsword. When the HP of the 'Creature' is low, 2 shadows will jump out of the now crumpled armor (The other one's dead) efa2ade761f61b7c64fa8e047bf30de9fa81f0f7 47 46 2015-12-12T19:22:29Z UNIDM 27262606 wikitext text/x-wiki A Khaanic shadow is a [[neutral]], weak [[summonable]] creature, often used by unprofessional mages to protect themselves or magical keepsakes. They are almost always found in packs of three or more. [[Khaan]], according to the ''[[Cyclopedia of Cities and Towns]] ''by [[Alfazarus]], was once a prospering town popular for their merchants' high stock of rare minerals and gems. However, because of "unfortunate geography," the town was frequently raided by [[thieves]]. Many of the town's leaders sided with these thieves, and eventually the whole town was "caught in a whirlpool of heartlessness and greed, at the expense of the peasant class." This class soon began to rebel and clash with merchants, and in a matter of weeks, the town was brought to its knees. It is commonly used in children's stories to represent what happens if people are [[Greed (teaching concept)|greedy]]. Therefore, the most sensible explanation for the origin of the Khaanic shadow is a [[Merchant's Genie|merchant's genie]] corrupted by greed {| class="article-table" !Str. !Dex. !Con. !Int. !Wis. !Cha. |- |9-10 |15-17 |11 |10-11 |15 |8 |- |No skills |Acro +6 Sneak +6 Slight o'H +7 |No skills |Reads whatever language summoner can |Darkvis 60ft PassPer 13 | |- | | | | | | |} I can't download a pic, but look up tinkerbat on images to see a pic They have maleable cartilage bones and can shift a little to fit needs, but cannot shapeshift or conjoin togehter without magic. Vulnerable to bludgeoning damage and thunder, all grapples against it have advantage Nimble: Can move through other larger creatures spaces, has advantage on climbing people, takes no damage if it succedes a dex saveing throw against something. Only Nimble when unarmored Size: Small , Speed: 25ft (10 climb, 10 jump), HP: 11, AC (no armor): 14 Actions: Claw: +6 Atk, 5ft, 1 target, 1d2+2 slashing Shadows will occasionally pick up weapons or armor, or even random equipment to use, and the heroes can get when the shadow is defeated (they are usually stolen, so they are in ok condition). Things such as * Cutlasses * Crossbows * any simple weapon * rope (for tying people) * Homemade bolas * feather dusters (tickle tickle!) * torches (burn weapons) Sometimes elite shadows are found, who have higher stats, and generally have either magic or a good martial weapon. Also sometimes three shadows pile into one suit of plate armor (Don't ask how, the don't have bones), with a heavily decreased movement speed, and usually a broadsword. When the HP of the 'Creature' is low, 2 shadows will jump out of the now crumpled armor (The other one's dead) 3f38c58d7fcb3995823741ad9970490f66bda9ff 48 47 2015-12-12T19:24:22Z UNIDM 27262606 wikitext text/x-wiki A Khaanic shadow is a [[neutral]], weak [[summonable]] creature, often used by unprofessional mages to protect themselves or magical keepsakes. They are almost always found in packs of three or more. [[Khaan]], according to the ''[[Cyclopedia of Cities and Towns]] ''by [[The Prime Phantom|Alfazarus]], was once a prospering town popular for their merchants' high stock of rare minerals and gems. However, because of "unfortunate geography," the town was frequently raided by [[thieves]]. Many of the town's leaders sided with these thieves, and eventually the whole town was "caught in a whirlpool of heartlessness and greed, at the expense of the peasant class." This class soon began to rebel and clash with merchants, and in a matter of weeks, the town was brought to its knees. It is commonly used in children's stories to represent what happens if people are [[Greed (teaching concept)|greedy]]. Therefore, the most sensible explanation for the origin of the Khaanic shadow is a [[Merchant's Genie|merchant's genie]] corrupted by greed. {| class="article-table" !Str. !Dex. !Con. !Int. !Wis. !Cha. |- |9-10 |15-17 |11 |10-11 |15 |8 |- |No skills |Acro +6 Sneak +6 Slight o'H +7 |No skills |Reads whatever language summoner can |Darkvis 60ft PassPer 13 | |- | | | | | | |} I can't download a pic, but look up tinkerbat on images to see a pic They have maleable cartilage bones and can shift a little to fit needs, but cannot shapeshift or conjoin togehter without magic. Vulnerable to bludgeoning damage and thunder, all grapples against it have advantage Nimble: Can move through other larger creatures spaces, has advantage on climbing people, takes no damage if it succedes a dex saveing throw against something. Only Nimble when unarmored Size: Small , Speed: 25ft (10 climb, 10 jump), HP: 11, AC (no armor): 14 Actions: Claw: +6 Atk, 5ft, 1 target, 1d2+2 slashing Shadows will occasionally pick up weapons or armor, or even random equipment to use, and the heroes can get when the shadow is defeated (they are usually stolen, so they are in ok condition). Things such as * Cutlasses * Crossbows * any simple weapon * rope (for tying people) * Homemade bolas * feather dusters (tickle tickle!) * torches (burn weapons) Sometimes elite shadows are found, who have higher stats, and generally have either magic or a good martial weapon. Also sometimes three shadows pile into one suit of plate armor (Don't ask how, the don't have bones), with a heavily decreased movement speed, and usually a broadsword. When the HP of the 'Creature' is low, 2 shadows will jump out of the now crumpled armor (The other one's dead) d3e57196658513f868471797f275f7ad0dde6384 49 48 2015-12-12T19:27:01Z UNIDM 27262606 wikitext text/x-wiki A Khaanic shadow is a [[Neutrality (alignment)|neutral]], weak [[summonable]] creature, often used by unprofessional mages to protect themselves or magical keepsakes. They are almost always found in packs of three or more. [[Khaan]], according to the ''[[Cyclopedia of Cities and Towns]] ''by [[The Prime Phantom|Alfazarus]], was once a prospering town popular for their merchants' high stock of rare minerals and gems. However, because of "unfortunate geography," the town was frequently raided by [[thieves]]. Many of the town's leaders sided with these thieves, and eventually the whole town was "caught in a whirlpool of heartlessness and greed, at the expense of the peasant class." This class soon began to rebel and clash with merchants, and in a matter of weeks, the town was brought to its knees. It is commonly used in children's stories to represent what happens if people are [[Greed (teaching concept)|greedy]]. Therefore, the most sensible explanation for the origin of the Khaanic shadow is a [[Merchant's Genie|merchant's genie]] corrupted by greed. {| class="article-table" !Str. !Dex. !Con. !Int. !Wis. !Cha. |- |9-10 |15-17 |11 |10-11 |15 |8 |- |No skills |Acro +6 Sneak +6 Slight o'H +7 |No skills |Reads whatever language summoner can |Darkvis 60ft PassPer 13 | |- | | | | | | |} I can't download a pic, but look up tinkerbat on images to see a pic They have maleable cartilage bones and can shift a little to fit needs, but cannot shapeshift or conjoin togehter without magic. Vulnerable to bludgeoning damage and thunder, all grapples against it have advantage Nimble: Can move through other larger creatures spaces, has advantage on climbing people, takes no damage if it succedes a dex saveing throw against something. Only Nimble when unarmored Size: Small , Speed: 25ft (10 climb, 10 jump), HP: 11, AC (no armor): 14 Actions: Claw: +6 Atk, 5ft, 1 target, 1d2+2 slashing Shadows will occasionally pick up weapons or armor, or even random equipment to use, and the heroes can get when the shadow is defeated (they are usually stolen, so they are in ok condition). Things such as * Cutlasses * Crossbows * any simple weapon * rope (for tying people) * Homemade bolas * feather dusters (tickle tickle!) * torches (burn weapons) Sometimes elite shadows are found, who have higher stats, and generally have either magic or a good martial weapon. Also sometimes three shadows pile into one suit of plate armor (Don't ask how, the don't have bones), with a heavily decreased movement speed, and usually a broadsword. When the HP of the 'Creature' is low, 2 shadows will jump out of the now crumpled armor (The other one's dead) a1918f43a1e90212a521430815916a01c61f15f8 Khaan 0 24 50 2015-12-12T22:26:03Z 98.216.122.200 0 Created wikitext text/x-wiki Khaan is a . The homeland of the khajiit race, khaan is a dry and arid place with small scrubby vegetation and and water is mostly found in small to large oasis(plural). Towns and villages are most commonly found on the bank of such oasis, but some are found in the desert (usually centered around a well). Bands of desert orcs and sunni human bandits are common around smaller oasis, but also roam the semi-desert. == Outlaws == Outlaws and bandits are commonplace in non rural areas. Usually there are three main types of bandits. === Desert Orc tribes === Desert orcs are medium sized chaotic evil orcs that are generally found away from civilized areas. They lead a nomadic lifestyle, and are a hunter gatherer society. Tribes are usually very hostile towards others, including other orc tribes, and as such they usually attack on sight. Luckily, they are almost always found away from urban ares, and do not seek out war with towns and villages unless they are in desperate need. Most orcs carry warhammers, halberds, or large crossbows, and drop gold and Kankiri potions occasionally. === Sunni tribes === The Sunni humans are a tribal human race that lead a nomadic lifestyle out in semi-rural areas. They vary greatly in hostility, as the tribal leader (usually a Sunni Chief or Sunni Shaman). They speak both their own tribal languages (which vary from tribe to tribe) and usually the common Khaan language as well. Most tribes are in active or semi-active trade with towns, but a few are at war or battle with smaller villages. As Sunni tribesmen and bandits tend to fear or distrust Desert Orcs, they prefer flight over fight when they come in contact with the orcs (which is rare). Most can be found near oasis, as they prefer to stop and pitch camp near one if they can. Most tribesmen carry javelins and shortbows, and drop gold and occasionally Kankiri potions. ==== Sunni Bandits ==== Some Sunni tribes are commited to a life of crime, and patrol roads in search of victims. usually headed by a Sunni Bandit Leader, the groups can range from parties of 6 to groups of 27. Occasionally Khaanic shadows will be summoned to the group to contribute to firepower. === Solo Bandits === The most common of enemies, solo bandits are usually found near small oasis and roads. Posing little threat to caravans (excepting The Red Soul), solo bandits are only something very small groups or solo travelers should be wary of. They usually carry scimitars or longbows, and usually drop a fair amount of gold. It would be noted, however, that trying to catch one once they've realized they are biting off more that they can chew is very difficult. With they're extensive knowledge of semi-rural areas, they are found most everywhere and can escape very quickly. == Towns and cities == 8b30d3e1f79185e1ce2ccd4c4583235160caf09b Khajiit 0 25 51 2015-12-12T22:32:14Z 98.216.122.200 0 Created. wikitext text/x-wiki Khajiit are the most populous native inhabitants of Khaan. They appear as cat-like people, and have incredible reflexes and balance. They are medium sized, and occasionally have the inborn ability to cast ''jump'' on themselves. They almost always live in towns and villages, but have very good survival skills. They are know to have low charisma, though, a price to pay for the dexterity and constitution of their race. e336202405bddd5f23393ada038411c7184c10de Khaan 0 24 52 50 2015-12-12T22:34:40Z 98.216.122.200 0 links wikitext text/x-wiki Khaan is a . The homeland of the [[Khajiit]] race, is a dry and arid place with small scrubby vegetation and and water is mostly found in small to large oasis(plural). Towns and villages are most commonly found on the bank of such oasis, but some are found in the desert (usually centered around a well). Bands of desert orcs and sunni human bandits are common around smaller oasis, but also roam the semi-desert. == Outlaws == Outlaws and bandits are commonplace in non rural areas. Usually there are three main types of bandits. === Desert Orc tribes === Desert orcs are medium sized chaotic evil orcs that are generally found away from civilized areas. They lead a nomadic lifestyle, and are a hunter gatherer society. Tribes are usually very hostile towards others, including other orc tribes, and as such they usually attack on sight. Luckily, they are almost always found away from urban ares, and do not seek out war with towns and villages unless they are in desperate need. Most orcs carry warhammers, halberds, or large crossbows, and drop gold and Kankiri potions occasionally. === Sunni tribes === The Sunni humans are a tribal human race that lead a nomadic lifestyle out in semi-rural areas. They vary greatly in hostility, as the tribal leader (usually a Sunni Chief or Sunni Shaman). They speak both their own tribal languages (which vary from tribe to tribe) and usually the common Khaan language as well. Most tribes are in active or semi-active trade with towns, but a few are at war or battle with smaller villages. As Sunni tribesmen and bandits tend to fear or distrust Desert Orcs, they prefer flight over fight when they come in contact with the orcs (which is rare). Most can be found near oasis, as they prefer to stop and pitch camp near one if they can. Most tribesmen carry javelins and shortbows, and drop gold and occasionally Kankiri potions. ==== Sunni Bandits ==== Some Sunni tribes are commited to a life of crime, and patrol roads in search of victims. usually headed by a Sunni Bandit Leader, the groups can range from parties of 6 to groups of 27. Occasionally Khaanic shadows will be summoned to the group to contribute to firepower. === Solo Bandits === The most common of enemies, solo bandits are usually found near small oasis and roads. Posing little threat to caravans (excepting The Red Soul), solo bandits are only something very small groups or solo travelers should be wary of. They usually carry scimitars or longbows, and usually drop a fair amount of gold. It would be noted, however, that trying to catch one once they've realized they are biting off more that they can chew is very difficult. With they're extensive knowledge of semi-rural areas, they are found most everywhere and can escape very quickly. == Towns and cities == 9f60e430559de8ef56cf97d863f1157dc58ee45e 54 52 2015-12-12T22:38:17Z 98.216.122.200 0 Kankiri links wikitext text/x-wiki Khaan is a . The homeland of the [[Khajiit]] race, is a dry and arid place with small scrubby vegetation and and water is mostly found in small to large oasis(plural). Towns and villages are most commonly found on the bank of such oasis, but some are found in the desert (usually centered around a well). Bands of desert orcs and sunni human bandits are common around smaller oasis, but also roam the semi-desert. == Outlaws == Outlaws and bandits are commonplace in non rural areas. Usually there are three main types of bandits. === Desert Orc tribes === Desert orcs are medium sized chaotic evil orcs that are generally found away from civilized areas. They lead a nomadic lifestyle, and are a hunter gatherer society. Tribes are usually very hostile towards others, including other orc tribes, and as such they usually attack on sight. Luckily, they are almost always found away from urban ares, and do not seek out war with towns and villages unless they are in desperate need. Most orcs carry warhammers, halberds, or large crossbows, and drop gold and [[Kankiri potions]] occasionally. === Sunni tribes === The Sunni humans are a tribal human race that lead a nomadic lifestyle out in semi-rural areas. They vary greatly in hostility, as the tribal leader (usually a Sunni Chief or Sunni Shaman). They speak both their own tribal languages (which vary from tribe to tribe) and usually the common Khaan language as well. Most tribes are in active or semi-active trade with towns, but a few are at war or battle with smaller villages. As Sunni tribesmen and bandits tend to fear or distrust Desert Orcs, they prefer flight over fight when they come in contact with the orcs (which is rare). Most can be found near oasis, as they prefer to stop and pitch camp near one if they can. Most tribesmen carry javelins and shortbows, and drop gold and occasionally [[Kankiri potions]]. ==== Sunni Bandits ==== Some Sunni tribes are commited to a life of crime, and patrol roads in search of victims. usually headed by a Sunni Bandit Leader, the groups can range from parties of 6 to groups of 27. Occasionally Khaanic shadows will be summoned to the group to contribute to firepower. === Solo Bandits === The most common of enemies, solo bandits are usually found near small oasis and roads. Posing little threat to caravans (excepting The Red Soul), solo bandits are only something very small groups or solo travelers should be wary of. They usually carry scimitars or longbows, and usually drop a fair amount of gold. It would be noted, however, that trying to catch one once they've realized they are biting off more that they can chew is very difficult. With they're extensive knowledge of semi-rural areas, they are found most everywhere and can escape very quickly. == Towns and cities == 3c61bda1ff42e5b2d0bae0244ae9fa5b0beabf33 55 54 2015-12-12T22:39:18Z 98.216.122.200 0 Kankiri links wikitext text/x-wiki Khaan is a . The homeland of the [[Khajiit]] race, is a dry and arid place with small scrubby vegetation and and water is mostly found in small to large oasis(plural). Towns and villages are most commonly found on the bank of such oasis, but some are found in the desert (usually centered around a well). Bands of desert orcs and sunni human bandits are common around smaller oasis, but also roam the semi-desert. == Outlaws == Outlaws and bandits are commonplace in non rural areas. Usually there are three main types of bandits. === Desert Orc tribes === Desert orcs are medium sized chaotic evil orcs that are generally found away from civilized areas. They lead a nomadic lifestyle, and are a hunter gatherer society. Tribes are usually very hostile towards others, including other orc tribes, and as such they usually attack on sight. Luckily, they are almost always found away from urban ares, and do not seek out war with towns and villages unless they are in desperate need. Most orcs carry warhammers, halberds, or large crossbows, and drop gold and [[Kankiri Potions]] occasionally. === Sunni tribes === The Sunni humans are a tribal human race that lead a nomadic lifestyle out in semi-rural areas. They vary greatly in hostility, as the tribal leader (usually a Sunni Chief or Sunni Shaman). They speak both their own tribal languages (which vary from tribe to tribe) and usually the common Khaan language as well. Most tribes are in active or semi-active trade with towns, but a few are at war or battle with smaller villages. As Sunni tribesmen and bandits tend to fear or distrust Desert Orcs, they prefer flight over fight when they come in contact with the orcs (which is rare). Most can be found near oasis, as they prefer to stop and pitch camp near one if they can. Most tribesmen carry javelins and shortbows, and drop gold and occasionally [[Kankiri Potions]]. ==== Sunni Bandits ==== Some Sunni tribes are commited to a life of crime, and patrol roads in search of victims. usually headed by a Sunni Bandit Leader, the groups can range from parties of 6 to groups of 27. Occasionally Khaanic shadows will be summoned to the group to contribute to firepower. === Solo Bandits === The most common of enemies, solo bandits are usually found near small oasis and roads. Posing little threat to caravans (excepting The Red Soul), solo bandits are only something very small groups or solo travelers should be wary of. They usually carry scimitars or longbows, and usually drop a fair amount of gold. It would be noted, however, that trying to catch one once they've realized they are biting off more that they can chew is very difficult. With they're extensive knowledge of semi-rural areas, they are found most everywhere and can escape very quickly. == Towns and cities == dee18b5a7ca9b927597c443f6ce487f4067769eb 56 55 2015-12-12T22:56:52Z UNIDM 27262606 wikitext text/x-wiki The Khaan is a southeastern desert close to the [[Altair Mountains]]. The homeland of the [[Khajiit]] race, is a dry and arid place with small scrubby vegetation and and water is mostly found in small to large oasis(plural). Towns and villages are most commonly found on the bank of such oasis, but some are found in the desert (usually centered around a well). Bands of desert orcs and sunni human bandits are common around smaller oasis, but also roam the semi-desert. == Outlaws == Outlaws and bandits are commonplace in non rural areas. Usually there are three main types of bandits. === Desert Orc tribes === Desert orcs are medium sized chaotic evil orcs that are generally found away from civilized areas. They lead a nomadic lifestyle, and are a hunter gatherer society. Tribes are usually very hostile towards others, including other orc tribes, and as such they usually attack on sight. Luckily, they are almost always found away from urban ares, and do not seek out war with towns and villages unless they are in desperate need. Most orcs carry warhammers, halberds, or large crossbows, and drop gold and [[Kankiri Potions]] occasionally. === Sunni tribes === The Sunni humans are a tribal human race that lead a nomadic lifestyle out in semi-rural areas. They vary greatly in hostility, as the tribal leader (usually a Sunni Chief or Sunni Shaman). They speak both their own tribal languages (which vary from tribe to tribe) and usually the common Khaan language as well. Most tribes are in active or semi-active trade with towns, but a few are at war or battle with smaller villages. As Sunni tribesmen and bandits tend to fear or distrust Desert Orcs, they prefer flight over fight when they come in contact with the orcs (which is rare). Most can be found near oasis, as they prefer to stop and pitch camp near one if they can. Most tribesmen carry javelins and shortbows, and drop gold and occasionally [[Kankiri Potions]]. ==== Sunni Bandits ==== Some Sunni tribes are commited to a life of crime, and patrol roads in search of victims. usually headed by a Sunni Bandit Leader, the groups can range from parties of 6 to groups of 27. Occasionally [[Khaanic shadows]] will be summoned to the group to contribute to firepower. === Solo Bandits === The most common of enemies, solo bandits are usually found near small oasis and roads. Posing little threat to caravans (excepting The Red Soul), solo bandits are only something very small groups or solo travelers should be wary of. They usually carry scimitars or longbows, and usually drop a fair amount of gold. It would be noted, however, that trying to catch one once they've realized they are biting off more that they can chew is very difficult. With they're extensive knowledge of semi-rural areas, they are found most everywhere and can escape very quickly. == Towns and cities == 6e2e783e49da288aac8b5568caea18a1733a64b5 59 56 2015-12-13T02:05:42Z UNIDM 27262606 added monster table wikitext text/x-wiki The [[Khaan]] is a southeastern desert close to the [[Altair Mountains]]. The [[Khaan]] is very dry and arid place with small scrubby vegetation and and water is mostly found in small to large oases. Towns and villages are most commonly found on the bank of such oasis, but some are found in the desert (usually centered around a well). Bands of desert orcs and sunni human bandits are common around smaller oasis, but also roam the semi-desert. == People, monsters and outlaws == A prominent shaping feature of the Khaan is its excessive number and variety of monsters and outlaws, which makes town life unpredictable and very dangerous if you are a person of wealth. There are several dangerous outlaws and creatures, as listed: {| class="article-table" !NPC/Monster/Enemy !Outer Khaan !Middle Khaan !Inner Khaan !Urban Khaan ![[Khaan]] Only |- |[[Orc Tribes|Desert Orcs]] |Uncommon |Uncommon |Rare |Rare |Yes |- |[[Sunni Tribes|Sunni Bandits]] |Uncommon |Common |Uncommon |Rare |Yes |- |[[Goblins]] |Common |Uncommon |Rare |Uncommon |No |- |[[Sandwurm]] |Nonexistant |Rare |Rare |Nonexistent |Yes |- |'''Air Elementals''' |Rare |Rare |Rare |Rare |No |- |[[Vortex]] |Rare |Rare |Rare |Nonexistent |No |- | | | | | | |- | | | | | | |} Random Encounter Table (WIP) === Sunni tribes === The Sunni humans are a tribal human race that lead a nomadic lifestyle out in semi-rural areas. They vary greatly in hostility, as the tribal leader (usually a Sunni Chief or Sunni Shaman). They speak both their own tribal languages (which vary from tribe to tribe) and usually the common Khaan language as well. Most tribes are in active or semi-active trade with towns, but a few are at war or battle with smaller villages. As Sunni tribesmen and bandits tend to fear or distrust Desert Orcs, they prefer flight over fight when they come in contact with the orcs (which is rare). Most can be found near oasis, as they prefer to stop and pitch camp near one if they can. Most tribesmen carry javelins and shortbows, and drop gold and occasionally [[Kankiri Potions]]. ==== Sunni Bandits ==== Some Sunni tribes are commited to a life of crime, and patrol roads in search of victims. usually headed by a [[Sunni Bandit Leader]], the groups can range from parties of 6 to groups of 27. Occasionally [[Khaanic shadows]] will be summoned to the group to contribute to firepower. === Solo Bandits === The most common of enemies, solo bandits are usually found near small oasis and roads. Posing little threat to caravans (excepting The Red Soul), solo bandits are only something very small groups or solo travelers should be wary of. They usually carry scimitars or longbows, and usually drop a fair amount of gold. It would be noted, however, that trying to catch one once they've realized they are biting off more that they can chew is very difficult. With they're extensive knowledge of semi-rural areas, they are found most everywhere and can escape very quickly. == Towns and cities == 10ca41773b42f3f39e4e83fe413be53b952da330 64 59 2015-12-13T02:46:26Z 98.216.122.200 0 /* Towns and cities */ wikitext text/x-wiki The [[Khaan]] is a southeastern semi-desert close to the [[Altair Mountains]]. The [[Khaan]] is very dry and arid place with small scrubby vegetation and and water is mostly found in small to large oases. Towns and villages are most commonly found on the bank of such oasis, but some are found in the desert (usually centered around a well). Bands of desert orcs and sunni human bandits are common around smaller oases, but also roam the semi-desert. == People, monsters and outlaws == A prominent shaping feature of the Khaan is its excessive number and variety of monsters and outlaws, which makes town life unpredictable and very dangerous if you are a person of wealth. There are several dangerous outlaws and creatures, as listed: {| class="article-table" !NPC/Monster/Enemy !Outer Khaan !Middle Khaan !Inner Khaan !Urban Khaan ![[Khaan]] Only |- |[[Orc Tribes|Desert Orcs]] |Uncommon |Uncommon |Rare |Rare |Yes |- |[[Sunni Tribes|Sunni Bandits]] |Uncommon |Common |Uncommon |Rare |Yes |- |[[Goblins]] |Common |Uncommon |Rare |Uncommon |No |- |[[Sandwurm]] |Nonexistant |Rare |Rare |Nonexistent |Yes |- |'''Air Elementals''' |Rare |Rare |Rare |Rare |No |- |[[Vortex]] |Rare |Rare |Rare |Nonexistent |No |- | | | | | | |- | | | | | | |} Random Encounter Table (WIP) === Sunni tribes === The Sunni humans are a tribal human race that lead a nomadic lifestyle out in semi-rural areas. They vary greatly in hostility, as the tribal leader (usually a Sunni Chief or Sunni Shaman). They speak both their own tribal languages (which vary from tribe to tribe) and usually the common Khaan language as well. Most tribes are in active or semi-active trade with towns, but a few are at war or battle with smaller villages. As Sunni tribesmen and bandits tend to fear or distrust Desert Orcs, they prefer flight over fight when they come in contact with the orcs (which is rare). Most can be found near oasis, as they prefer to stop and pitch camp near one if they can. Most tribesmen carry javelins and shortbows, and drop gold and occasionally [[Kankiri Potions]]. ==== Sunni Bandits ==== Some Sunni tribes are commited to a life of crime, and patrol roads in search of victims. usually headed by a [[Sunni Bandit Leader]], the groups can range from parties of 6 to groups of 27. Occasionally [[Khaanic shadows]] will be summoned to the group to contribute to firepower. === Solo Bandits === The most common of enemies, solo bandits are usually found near small oasis and roads. Posing little threat to caravans (excepting the [[Red Soul Bandit]]), solo bandits are only something very small groups or solo travelers should be wary of. They usually carry scimitars or longbows, and usually drop a fair amount of gold. It would be noted, however, that trying to catch one once they've realized they are biting off more that they can chew is very difficult. With they're extensive knowledge of semi-rural areas, they are found most everywhere and can escape very quickly. == Towns and cities == === [[Dyphalge]]: === On a small lake fed by a river in the nearby Altair mountains, Dyphalge was once a prosperous town. Now all that remains is the wreckage of the town and one guardtower. It is said that the civil war that caused it's ruin also created the well known [[Khaanic shadows]]. It also rumored that it is the lair of the dreaded [[Red Soul Bandit]], who preys on anyone who comes down the river or comes near the ruins. === Abniaz: === Abniaz is a large trading city in the near center/center of the Khaan. It is seemingly remote, but holds 3 main advantages as to why it is so successful. * Slate mines * observatory and temple * major trade rout pitstop location Abniaz is the most prominent stop on the major trans-Khaan trade rout, selling both large amounts of cheap slate (from the mines), and the famous [[Kankiri Potions|kankiri potions]] (from the temple observatory). It is also a major religious center, being where the religiously blessed potions were made, and where [[Big Bensai]] observatory is found. While seemingly small for a trade center compared to more coastal areas, Abniaz is one of if not the largest city in the Khaan. === Durlan's Shak-hold === Durlan's shak-hold is a site of both historic and modern military importance. While also being a fair sized oasis-town, this military stronghold is renown for it's military and heroes. Two hundered years ago, this oasis was the place that [[Durlan Harash]] and his hundred men stood their ground in a battle against desert orc cheiftan [[Harag-nuf]] and his army. The Khajiit army won out, an the town of Durlan's Shak-hold was created by the survivors. Today, the town is an important stronghold, know for never losing a battle to the notoriously harsh surrounding tribes and monsters. Crime is extremely low in that area of the Khaan, mostly because most everyone there has had professional weapons training from the large battle college. 4a0340af2a7d14dd8e3d728756bc65483fbfcf53 66 64 2015-12-13T02:58:37Z 98.216.122.200 0 /* Durlan's Shak-hold */ wikitext text/x-wiki The [[Khaan]] is a southeastern semi-desert close to the [[Altair Mountains]]. The [[Khaan]] is very dry and arid place with small scrubby vegetation and and water is mostly found in small to large oases. Towns and villages are most commonly found on the bank of such oasis, but some are found in the desert (usually centered around a well). Bands of desert orcs and sunni human bandits are common around smaller oases, but also roam the semi-desert. == People, monsters and outlaws == A prominent shaping feature of the Khaan is its excessive number and variety of monsters and outlaws, which makes town life unpredictable and very dangerous if you are a person of wealth. There are several dangerous outlaws and creatures, as listed: {| class="article-table" !NPC/Monster/Enemy !Outer Khaan !Middle Khaan !Inner Khaan !Urban Khaan ![[Khaan]] Only |- |[[Orc Tribes|Desert Orcs]] |Uncommon |Uncommon |Rare |Rare |Yes |- |[[Sunni Tribes|Sunni Bandits]] |Uncommon |Common |Uncommon |Rare |Yes |- |[[Goblins]] |Common |Uncommon |Rare |Uncommon |No |- |[[Sandwurm]] |Nonexistant |Rare |Rare |Nonexistent |Yes |- |'''Air Elementals''' |Rare |Rare |Rare |Rare |No |- |[[Vortex]] |Rare |Rare |Rare |Nonexistent |No |- | | | | | | |- | | | | | | |} Random Encounter Table (WIP) === Sunni tribes === The Sunni humans are a tribal human race that lead a nomadic lifestyle out in semi-rural areas. They vary greatly in hostility, as the tribal leader (usually a Sunni Chief or Sunni Shaman). They speak both their own tribal languages (which vary from tribe to tribe) and usually the common Khaan language as well. Most tribes are in active or semi-active trade with towns, but a few are at war or battle with smaller villages. As Sunni tribesmen and bandits tend to fear or distrust Desert Orcs, they prefer flight over fight when they come in contact with the orcs (which is rare). Most can be found near oasis, as they prefer to stop and pitch camp near one if they can. Most tribesmen carry javelins and shortbows, and drop gold and occasionally [[Kankiri Potions]]. ==== Sunni Bandits ==== Some Sunni tribes are commited to a life of crime, and patrol roads in search of victims. usually headed by a [[Sunni Bandit Leader]], the groups can range from parties of 6 to groups of 27. Occasionally [[Khaanic shadows]] will be summoned to the group to contribute to firepower. === Solo Bandits === The most common of enemies, solo bandits are usually found near small oasis and roads. Posing little threat to caravans (excepting the [[Red Soul Bandit]]), solo bandits are only something very small groups or solo travelers should be wary of. They usually carry scimitars or longbows, and usually drop a fair amount of gold. It would be noted, however, that trying to catch one once they've realized they are biting off more that they can chew is very difficult. With they're extensive knowledge of semi-rural areas, they are found most everywhere and can escape very quickly. == Towns and cities == === [[Dyphalge]]: === On a small lake fed by a river in the nearby Altair mountains, Dyphalge was once a prosperous town. Now all that remains is the wreckage of the town and one guardtower. It is said that the civil war that caused it's ruin also created the well known [[Khaanic shadows]]. It also rumored that it is the lair of the dreaded [[Red Soul Bandit]], who preys on anyone who comes down the river or comes near the ruins. === Abniaz: === Abniaz is a large trading city in the near center/center of the Khaan. It is seemingly remote, but holds 3 main advantages as to why it is so successful. * Slate mines * observatory and temple * major trade rout pitstop location Abniaz is the most prominent stop on the major trans-Khaan trade rout, selling both large amounts of cheap slate (from the mines), and the famous [[Kankiri Potions|kankiri potions]] (from the temple observatory). It is also a major religious center, being where the religiously blessed potions were made, and where [[Big Bensai]] observatory is found. While seemingly small for a trade center compared to more coastal areas, Abniaz is one of if not the largest city in the Khaan. === Durlan's Shak-hold === Durlan's shak-hold is a site of both historic and modern military importance. While also being a fair sized oasis-town, this military stronghold is renown for it's military and heroes. Today, the town is an important stronghold, know for never losing a battle to the notoriously harsh surrounding tribes and monsters. Crime is extremely low in that area of the Khaan, mostly because most everyone there has had professional weapons training from the large battle college. b93dc94d6e4d3346ec02f0842c4998dd3577aced Kankiri Potions 0 26 53 2015-12-12T22:36:32Z 98.216.122.200 0 Create wikitext text/x-wiki Similar to the KanKan potions for the dark child. please describe b466cda01382fdc73562a905a8ba1f1f15ea34e2 58 53 2015-12-12T23:15:05Z UNIDM 27262606 Added what it does wikitext text/x-wiki A Kankiri Potion is a [[common]] [[consumable]] dropped by Khaanic shadows (10%, 1/10: [1d4] ), Sunni tribesmen (10%, 1/10 [1d6] ), and Desert Orcs (15%, 3/20: [1d6]). Any bandit NPCs or enemies that are in the [[Khaan]] region labeled "[[Drop labels|CanDrop: Kankiri]]" have a chance to drop them as well (5%, 1/20: [1d4] ). When drunk, they have a 50% (1/2) chance to grant a +1 to passive Perception checks for 30 minutes. Multiple potions can be drunk within the same time block for more effect without initiating any sort of disease. '''Origin''' 8f72b75db5041402f20dd4153c9ed4f24ebb3a51 Khaanic shadows 0 23 57 49 2015-12-12T22:59:11Z UNIDM 27262606 wikitext text/x-wiki A Khaanic shadow is a [[Neutrality (alignment)|neutral]], weak [[summonable]] creature, often used by unprofessional mages to protect themselves or magical keepsakes. They are almost always found in packs of three or more. [[Dyphalge]], according to the ''[[Cyclopedia of Cities and Towns]] ''by [[The Prime Phantom|Alfazarus]], was once a prospering town, possibly the most poopular in all of the [[Khaan]], popular for their merchants' high stock of rare minerals and gems. However, because of "unfortunate geography," the town was frequently raided by [[thieves]]. Many of the town's leaders sided with these thieves, and eventually the whole town was "caught in a whirlpool of heartlessness and greed, at the expense of the peasant class." This class soon began to rebel and clash with merchants, and in a matter of weeks, the town was brought to its knees. It is commonly used in children's stories to represent what happens if people are [[Greed (teaching concept)|greedy]]. Therefore, the most sensible explanation for the origin of the Khaanic shadow is a [[Merchant's Genie|merchant's genie]] corrupted by greed. {| class="article-table" !Str. !Dex. !Con. !Int. !Wis. !Cha. |- |9-10 |15-17 |11 |10-11 |15 |8 |- |No skills |Acro +6 Sneak +6 Slight o'H +7 |No skills |Reads whatever language summoner can |Darkvis 60ft PassPer 13 | |- | | | | | | |} I can't download a pic, but look up tinkerbat on images to see a pic They have maleable cartilage bones and can shift a little to fit needs, but cannot shapeshift or conjoin togehter without magic. Vulnerable to bludgeoning damage and thunder, all grapples against it have advantage Nimble: Can move through other larger creatures spaces, has advantage on climbing people, takes no damage if it succedes a dex saveing throw against something. Only Nimble when unarmored Size: Small , Speed: 25ft (10 climb, 10 jump), HP: 11, AC (no armor): 14 Actions: Claw: +6 Atk, 5ft, 1 target, 1d2+2 slashing Shadows will occasionally pick up weapons or armor, or even random equipment to use, and the heroes can get when the shadow is defeated (they are usually stolen, so they are in ok condition). Things such as * Cutlasses * Crossbows * any simple weapon * rope (for tying people) * Homemade bolas * feather dusters (tickle tickle!) * torches (burn weapons) Sometimes elite shadows are found, who have higher stats, and generally have either magic or a good martial weapon. Also sometimes three shadows pile into one suit of plate armor (Don't ask how, the don't have bones), with a heavily decreased movement speed, and usually a broadsword. When the HP of the 'Creature' is low, 2 shadows will jump out of the now crumpled armor (The other one's dead) f33be0bd34e5d51c27309f03f9420cd12c47e5b1 User talk:UNIDM 3 27 60 2015-12-13T02:08:17Z UNIDM 27262606 Created page with "I am a gigantic squid/penguin hybrid who spends his free time thinking about aliens and slime molds. ~~~~" wikitext text/x-wiki I am a gigantic squid/penguin hybrid who spends his free time thinking about aliens and slime molds. [[User:UNIDM|UNIDM]] ([[User talk:UNIDM|talk]]) 02:08, December 13, 2015 (UTC) 58655a7b402baba4fd13eadcead0ab45c0280976 62 60 2015-12-13T02:09:29Z UNIDM 27262606 Removing all content from page wikitext text/x-wiki da39a3ee5e6b4b0d3255bfef95601890afd80709 User:UNIDM 2 28 61 2015-12-13T02:09:10Z UNIDM 27262606 Created page with "A gigantic squid/penguin hybrid who spends his free time thinking about aliens and slime molds." wikitext text/x-wiki A gigantic squid/penguin hybrid who spends his free time thinking about aliens and slime molds. 295c48d9f34bbce811f87d13fbfa9e7b4c3d8208 Category:Monsters 14 11 63 45 2015-12-13T02:11:45Z UNIDM 27262606 wikitext text/x-wiki [[Khaanic shadows]] [[Oversized Bacteriophages|Oversized Bacteriophage]] [[Tuberskulk]] [[Corrupt Gelatinous Cubes|Corrupt Gelatinous Cube]] d53357f53354c2e9e06138ae85a459a7876f419e Durlan Harash 0 29 65 2015-12-13T02:57:30Z 98.216.122.200 0 create wikitext text/x-wiki Durlan Harash was an elite [[Khajiit]] warriors, who led a party of a hundred [[Khajiit]] to fight monsters in the then extremely dangerous [[Khaan]]. Two hundred years ago, the banks of ''Durlan's oasis'' was the place that Durlan Harash and his hundred men stood their ground in a battle against desert orc cheiftan [[Harag-nuf]] and his army. The [[Khajiit]] army won out, an the town of Durlan's Shak-hold was created by the survivors. Durlan Harash is the most well know hero in the [[Khaan]], and is the reason that khaanic trade routs even exist (they were originally too monster plagued to be traversable) === Durlan's Blade: === Durlan's blade is the scimitar said to have beed used by Durlan Harash. Rumored to be tree times better than a normal scimitar and said to give the wielder amazing athletic capabilities, the blade is now kept in the battle college in Durlan's Shak-hold, and occasionally wielded in battle by the college's leader. 022b839d56351a395683b5490b0e925ab8044a90 Category:NPCs 14 30 67 2015-12-14T01:59:33Z UNIDM 27262606 added dragons and people wikitext text/x-wiki == Important People in History == [[Acacia Silvertooth]] [[Durlan Harash]] d448d888344615f13d04b23b8e4e10d2d1b493ca 68 67 2015-12-14T02:00:59Z UNIDM 27262606 wikitext text/x-wiki == Important People in History == [[Acacia Silvertooth]] [[Durlan Harash]] == Shopkeepers == 087a8dae9bbee492812fa492d3d0f56e89ca72bd Orc Tribes 0 31 69 2015-12-14T02:27:21Z UNIDM 27262606 Added Orcs wikitext text/x-wiki Throughout the world, orc societies have developed according to their surroundings, and there is quite a variety of them due to the numerous types of places they inhabit. Most orcs still have several things in common to define them as a race. The usually have large underbites with protruding tusk-like teeth. They are also generally strong in build, and many are known for their aggressiveness and quickness to anger. They also all acknowledge their origin from [[Acheron]]. == Desert Orcs (''Ankgador'') == == Altair Orcs (''Litungda'') == == Frost Orcs (''Effrischg'') == == Jungle Orcs (''Quatergia'') == f0dbfc6b087bb4683c801aa4ecf2f7088e624fb5 Category:Areas 14 32 70 2015-12-14T17:36:10Z UNIDM 27262606 Created page with "The [[Khaan]]" wikitext text/x-wiki The [[Khaan]] ce3962a167d1023a6c8de3d260244e9258524ca2 Neutrality 0 33 71 2016-01-11T23:44:33Z 98.216.122.200 0 Created some terms wikitext text/x-wiki A creature can be neutral in two ways. === General Neutral === When a creature is referred to as general neutral, it means that any one of these creatures are probably neutral. This does not strictly mean that they are always neutral, as any incident can change them to hostile or friendly. === Passive/Neutral === This term means that a creature will not attack you. This is usually used to refer to one entity or a group of them at one moment. A passive neutral creature could be a small animal, a random townsfolk, or poog. e96a9cb8d4099a23a674267fb244294c5f418093